﻿Shader "WastelandWaves/ShowMainTex"
{
	Properties
	{
		_MainTex("Texture", 2D) = "white" { }
	}
		SubShader
	{
		Tags { "RenderType" = "Opaque"}
		LOD 100

		Pass
		{
			CGPROGRAM

			#pragma vertex vert
			#pragma fragment frag


			#include "UnityCG.cginc"

			struct appdata
			{
				float4 vertex: POSITION;
				float2 uv: TEXCOORD0;
			};

			struct v2f
			{
				float2 uv: TEXCOORD0;
				float4 pos: SV_POSITION;
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;

			v2f vert(appdata v)
			{
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
				// o.uv = TRANSFORM_TEX(v.uv, _MainTex);
				o.uv = v.uv;
				return o;
			}

			fixed4 frag(v2f i) : SV_Target
			{
				fixed4 col = tex2D(_MainTex, i.uv);
				return col;
			}
			ENDCG

		}
	}
}
